Underworld sequel

I've emntionned several times (too many, & too early) that work on the sequel to S&S Underworld was pretty well under way, so now that UW is finally ready I thought I'd… start showing little bits.

This is the GUI. Note that my current stance is to make the sequel quite similar. The main improvements I'm planning are new classes, new spells and items, crafting, an open world (light and dense forests, cold and warm mountains, desert, sea, swamp glacier, dungeons, towns and capitals…), factions and more elaborate traps. That's off the top of my head, I may be forgetting one or two.

This is a quick sample with light forest tossed into the Highnest Arena. Also the directional pad isn't updated as it should.

Originally Posted by Lurking Grue
Excellent! Available from Rampant Coyote's store I presume?

I tried. I REALLY did. I spent all day on the Plimus platform. Juggling APIs and IPNs and all that jazz and I can't get Paypal to show up as an option. 30% of past customers used Paypal so it's an non-negociable condition.

So I'm going back to my old system. Maybe it'll work out in the future (no answer from support yet after 24Hrs, another big sign I should stay away).

Sorry but none of those awesome titles are it. Some I'll consider for the sequel sequel though

Originally Posted by Charles-cgr
Oh BTW the GUI for the next one is completely different now but since no one's asking I wont show it.

Oh cīmon, you know you want to .

Iīm getting a rather strong sense of Wizardry 7 with a hint of Ishar from the gameplay window, which certainly isnīt a bad thing.

As for the (now apparently obsolete) GUI, besides the white text on orange background it looks nice, but I wonder if having party members and gameplay options displayed as text isnīt too oldschool. I mean, party portraits and action icons instead wouldnīt hurt.
As I see it, plain text is sorta cold (makes GUI less "immersive") and in the case of options likely takes too much screenspace that could be devoted to, for example, portraits .

I prefer the second one as well, itīs, um, cozier .
Seems like you actually already went with more graphical representation instead of text (assuming the lower right corner is supposed to contain action icons) and with the orange/white gone I like the overall colour scheme of it, so thumbs up and thanks for posting these.

Xeen was full of riddles and puzzles. For that matter, so were 1-5. From 6 on those elements got less. I still need to download and replay his updated game. He sent me a link in email awhile back, but Bethesda domintates my time.

Looking good so far. Please try to incorporate some basic animations in combat, i think we once talked about that some months ago. (you could simulate some animations like wobbling or getting hit, without actually create animation frames which would require more work from the artist).
Look into "Paper sorcerer" for inspirations.